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1.
This paper deals with a two‐person zero‐sum game called a search allocation game, where a searcher and a target participate, taking account of false contacts. The searcher distributes his search effort in a search space in order to detect the target. On the other hand, the target moves to avoid the searcher. As a payoff of the game, we take the cumulative amount of search effort weighted by the target distribution, which can be derived as an approximation of the detection probability of the target. The searcher's strategy is a plan of distributing search effort and the target's is a movement represented by a path or transition probability across the search space. In the search, there are false contacts caused by environmental noises, signal processing noises, or real objects resembling true targets. If they happen, the searcher must take some time for their investigation, which interrupts the search for a while. There have been few researches dealing with search games with false contacts. In this paper, we formulate the game into a mathematical programming problem to obtain its equilibrium point. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   

2.
搜索路径给定时的最优搜索方案问题,也可以理解为是关于搜索者和目标的二人对策问题,主要讨论了当搜索路径给定时的单个搜索者和单个目标的搜索对策问题。首先根据问题的特点,利用动态规划和迭代的方法,确定关于目标逃逸路径混合策略的最优分区,证明该分区是多面体凸集;针对目标不同逃逸路径的分区,求出搜索者的最大期望收益,再将问题转化为二人有限零和对策,计算出搜索者的支付矩阵,确定最优搜索策略。最后结合海军护航行动,对我舰载直升机搜索小型海盗船进行分析和计算,说明搜索路径给定时的最优搜索对策对于双方的资源分配和提高搜索效率具有一定的应用价值。  相似文献   

3.
Search theory originates from the military research efforts of WWII. Most researchers of that period modeled their search games in noncooperative games, where players are enemies or compete against each other. In this article, we deal with a cooperative search game, where multiple searchers behave cooperatively. First we describe several search problems and discuss the possibility of a coalition or cooperation among searchers. For the cooperative search game, we define a function named quasi‐characteristic function, which gives us a criterion similar to the so‐called characteristic function in the general coalition game with transferable utility. The search operation includes a kind of randomness with respect to whether the searchers can detect a target and get the value of the target. We also propose a methodology to divide the obtained target value among members of the coalition taking account of the randomness. As a concrete problem of the cooperative search game, we take the so‐called search allocation game, where searchers distribute their searching resources to detect a target in a cooperative way and the target moves in a search space to evade the searchers. Lastly, we discuss the core of the cooperative search allocation game. © 2009 Wiley Periodicals, Inc. Naval Research Logistics, 2009  相似文献   

4.
The resource‐constrained project scheduling problem (RCPSP) consists of a set of non‐preemptive activities that follow precedence relationship and consume resources. Under the limited amount of the resources, the objective of RCPSP is to find a schedule of the activities to minimize the project makespan. This article presents a new genetic algorithm (GA) by incorporating a local search strategy in GA operators. The local search strategy improves the efficiency of searching the solution space while keeping the randomness of the GA approach. Extensive numerical experiments show that the proposed GA with neighborhood search works well regarding solution quality and computational time compared with existing algorithms in the RCPSP literature, especially for the instances with a large number of activities. © 2011 Wiley Periodicals, Inc. Naval Research Logistics, 2011  相似文献   

5.
Analytical resolution of search theory problems, as formalized by B.O. Koopman, may be applied with some model extension to various resource management issues. However, a fundamental prerequisite is the knowledge of the prior target density. Though this assumption has the definite advantage of simplicity, its drawback is clearly that target reactivity is not taken into account. As a preliminary step towards reactive target study stands the problem of resource planning under a min–max game context. This paper is related to Nakai's work about the game planning of resources for the detection of a stationary target. However, this initial problem is extended by adding new and more general constraints, allowing a more realistic modeling of the target and searcher behaviors. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   

6.
We consider the problem of searching for a target that moves in discrete time and space according to some Markovian process. At each time, a searcher attempts to detect the target. If the searcher's action at each time is such as to maximize his chances of immediate detection, we call his strategy “myopic.” We provide a computationally useful necessary condition for optimality, and use it to provide an example wherein the myopic strategy is not optimal.  相似文献   

7.
对运动目标搜索是军事系统工程的一个重要内容,其在很多领域具有广泛应用,如对潜艇搜索、对失事舰船飞机搜救、制导武器搜索捕捉目标等.用运动学和数学的有关知识分析了目标定速直航机动时的分布函数以及搜索者与其可相遇的条件,提出了对运动目标按螺旋线搜索的另一种证明方法,建立了直线搜索时目标可能位置点的数学模型,并以此为依据分析了对运动目标螺旋搜索模式的一个误区.  相似文献   

8.
We consider a discrete time‐and‐space route‐optimization problem across a finite time horizon in which multiple searchers seek to detect one or more probabilistically moving targets. This article formulates a novel convex mixed‐integer nonlinear program for this problem that generalizes earlier models to situations with multiple targets, searcher deconfliction, and target‐ and location‐dependent search effectiveness. We present two solution approaches, one based on the cutting‐plane method and the other on linearization. These approaches result in the first practical exact algorithms for solving this important problem, which arises broadly in military, rescue, law enforcement, and border patrol operations. The cutting‐plane approach solves many realistically sized problem instances in a few minutes, while existing branch‐and‐bound algorithms fail. A specialized cut improves solution time by 50[percnt] in difficult problem instances. The approach based on linearization, which is applicable in important special cases, may further reduce solution time with one or two orders of magnitude. The solution time for the cutting‐plane approach tends to remain constant as the number of searchers grows. In part, then, we overcome the difficulty that earlier solution methods have with many searchers. © 2010 Wiley Periodicals, Inc. Naval Research Logistics, 2010  相似文献   

9.
We formulate and solve a discrete‐time path‐optimization problem where a single searcher, operating in a discretized three‐dimensional airspace, looks for a moving target in a finite set of cells. The searcher is constrained by maximum limits on the consumption of one or more resources such as time, fuel, and risk along any path. We develop a specialized branch‐and‐bound algorithm for this problem that uses several network reduction procedures as well as a new bounding technique based on Lagrangian relaxation and network expansion. The resulting algorithm outperforms a state‐of‐the‐art algorithm for solving time‐constrained problems and also is the first algorithm to solve multi‐constrained problems. © 2010 Wiley Periodicals, Inc. Naval Research Logistics, 2010  相似文献   

10.
We analyze an interdiction scenario where an interceptor attempts to catch an intruder as the intruder moves through the area of interest. A motivating example is the detection and interdiction of drug smuggling vessels in the Eastern Pacific and Caribbean. We study two models in this article. The first considers a nonstrategic target that moves through the area without taking evasive action to avoid the interdictor. We determine the optimal location the interceptor should position itself to best respond when a target arrives. The second model analyzes the strategic interaction between the interceptor and intruder using a Blotto approach. The intruder chooses a route to travel on and the interceptor chooses a route to patrol. We model the interaction as a two‐player game with a bilinear payoff function. We compute the optimal strategy for both players and examine several extensions. © 2017 Wiley Periodicals, Inc. Naval Research Logistics, 64: 29–40, 2017  相似文献   

11.
Two forces engage in a duel, with each force initially consisting of several heterogeneous units. Each unit can be assigned to fire at any opposing unit, but the kill rate depends on the assignment. As the duel proceeds, each force—knowing which units are still alive in real time—decides dynamically how to assign its fire, in order to maximize the probability of wiping out the opposing force before getting wiped out. It has been shown in the literature that an optimal pure strategy exists for this two‐person zero‐sum game, but computing the optimal strategy remained cumbersome because of the game's huge payoff matrix. This article gives an iterative algorithm to compute the optimal strategy without having to enumerate the entire payoff matrix, and offers some insights into the special case, where one force has only one unit. © 2013 Wiley Periodicals, Inc. Naval Research Logistics 61: 56–65, 2014  相似文献   

12.
We have asymptotically solved a discrete search game on an array of n ordered cells with two players: infiltrator (hider) and searcher, when the probability of survival approaches 1. The infiltrator wishes to reach the last cell in finite time, and the searcher has to defend that cell. When the players occupy the same cell, the searcher captures the infiltrator with probability 1 ? z. The payoff to the hider is the probability that the hider reaches the last cell without getting captured. © 2002 John Wiley & Sons, Inc. Naval Research Logistics, 49: 1–14, 2002; DOI 10.1002/nav.1047  相似文献   

13.
使用对策论的观点和方法 ,结合搜索论的知识 ,建立了一类搜索 -规避对抗对策模型 .对模型的结论做了系统分析 ,考虑了对策双方的最优策略及使用 .  相似文献   

14.
利用集群搜索对策的理论与方法 ,建立了集群对固定目标的一类搜索对策模型 ,给出了集群的ε -最优搜寻策略 ,并考虑了其在搜索过程中的应用  相似文献   

15.
There is a finite cyclic graph. The hider chooses one of all nodes except the specified one, and he hides an (immobile) object there. At the beginning the seeker is at the specified node. After the seeker chooses an ordering of the nodes except the specified one, he examines each nodes in that order until he finds the object, traveling along edges. It costs an amount when he moves from a node to an adjacent one and also when he checks a node. While the hider wishes to maximize the sum of the traveling costs and the examination costs which are required to find the object, the seeker wishes to minimize it. The problem is modeled as a two‐person zero‐sum game. We solve the game when unit costs (traveling cost + examination cost) have geometrical relations depending on nodes. Then we give properties of optimal strategies of both players. © 2004 Wiley Periodicals, Inc. Naval Research Logistics, 2004.  相似文献   

16.
17.
This paper considers the search for an evader concealed in one of two regions, each of which is characterized by its detection probability. The single-sided problem, in which the searcher is told the probability of the evader being located in a particular region, has been examined previously. We shall be concerned with the double-sided problem in which the evader chooses this probability secretly, although he may not subsequently move: his optimal strategy consists of that probability distribution which maximizes the expected time to detection, while the searcher's optimal strategy is the sequence of searches which limits the evader to this expected time. It transpires for this problem that optimal strategies for both searcher and evader may generally be obtained to a surprisingly good degree of approximation by using the optimal strategies for the closely related (but far more easily solved) problem in which the evader is completely free to move between searches.  相似文献   

18.
A simultaneous non‐zero‐sum game is modeled to extend the classical network interdiction problem. In this model, an interdictor (e.g., an enforcement agent) decides how much of an inspection resource to spend along each arc in the network to capture a smuggler. The smuggler (randomly) selects a commodity to smuggle—a source and destination pair of nodes, and also a corresponding path for traveling between the given pair of nodes. This model is motivated by a terrorist organization that can mobilize its human, financial, or weapon resources to carry out an attack at one of several potential target destinations. The probability of evading each of the network arcs nonlinearly decreases in the amount of resource that the interdictor spends on its inspection. We show that under reasonable assumptions with respect to the evasion probability functions, (approximate) Nash equilibria of this game can be determined in polynomial time; depending on whether the evasion functions are exponential or general logarithmically‐convex functions, exact Nash equilibria or approximate Nash equilibria, respectively, are computed. © 2017 Wiley Periodicals, Inc. Naval Research Logistics 64: 139–153, 2017  相似文献   

19.
We consider the effects of cueing in a cooperative search mission that involves several autonomous agents. Two scenarios are discussed: one in which the search is conducted by a number of identical search‐and‐engage vehicles and one where these vehicles are assisted by a search‐only (reconnaissance) asset. The cooperation between the autonomous agents is facilitated via cueing, i.e., the information transmitted to the agents by a searcher that has just detected a target. The effect of cueing on the target detection probability is derived from first principles using a Markov chain analysis. In particular, it is demonstrated that the benefit of cueing on the system's effectiveness is bounded. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2006  相似文献   

20.
Rendezvous search finds the strategies that players should use in order to find one another when they are separated in a region. Previous papers have concentrated on the case where there are two players searching for one another. This paper looks at the problem when there are more than two players and concentrates on what they should do if some but not all of them meet together. It looks at two strategies—the stick together one and the split up and meet again one. This paper shows that the former is optimal among the class of strategies which require no memory and are stationary, and it gives a method of calculating the expected rendezvous time under it. However, simulation results comparing both strategies suggest that in most situations the split up and meet again strategy which requires some memory leads to faster expected rendezvous times. © 2001 John Wiley & Sons, Inc. Naval Research Logistics 48:710–721, 2001  相似文献   

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